guild-problems

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  • Officers' Quarters: When to give up

    by 
    Scott Andrews
    Scott Andrews
    09.09.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Guilds are like a living body. A little blood loss now and then is alright, as long as you can replace it. But if you bleed members for too long, the wounds don't heal, the bleeding never stops, and eventually the body goes on life support. So it is with the unfortunate guild in this week's email: Hi Scott Firstly I'd like to thank you for your advise in Officers Quarters and your book. The Guild Leaders Handbook was invaluable when I was made GM. A bit of background of me and our guild. I joined this guild a few years ago as it suited my play style. We were only Raiding once or twice a week and getting through content nicely for a guild who's aim was just to see content. Over the years I made friendships with people in the guild and it's a great atmosphere to be in. I was made an officer and at this stage we had just enough active members to do 10mans once or twice a week. Some weeks we would have to pug 1 or 2 people. This is when we started to lose people. With a guild that has been around for 5 years this month is was to be expected that people would leave the game for various reasons. So I recruited more members to fill the gaps and a few more left the game. At this stage raids again were pug'd to fill the gaps. Newer members were leaving to other guild's due to not having a full raid team every week and more long term members left the game including the guild leader who passed the leadership to me.

  • The Guild Counsel: Four ways to be a great guildmate

    by 
    Karen Bryan
    Karen Bryan
    03.08.2012

    When looking at the dos and don'ts of guild leadership and member interactions, usually the don'ts tend to dominate the discussion. And when it comes to evaluating player types, usually it's the negative types that get described, like the Henny Penny, the Mr. Wiggly, or the Guild Turkey. But what about a player who might be interested in trying his hand at joining a guild? There are definitely some tips that help make you a respected guild member and won't have you feeling like pretending to be someone you aren't. In this week's Guild Counsel, we'll look at some easy ways to leave a good impression and be seen as a great guildie by your mates!

  • The Guild Counsel: The problem with guilds

    by 
    Karen Bryan
    Karen Bryan
    11.10.2011

    Last week, I put up a poll asking you, the Massively readers, to indicate whether you had a character in a guild or not. The response was great, and many of you voted and posted your thoughts as well. While this was a very unofficial survey, the results are interesting because it turns out that only a little more than half (56.6%) of those who replied are in a guild. (And for the record, the word guild is used as a catch-all phrase to refer to any in-game organization of people.) There are some overall factors that might account for the results. This website, for example, covers hundreds of games, and the results might be much higher if the survey were done on a particular MMO's official website, where the playerbase is more focused on one game. But there are some valid reasons why players choose to forego guilds, and they're worth taking a look at. I chose three in particular that many commenters seemed to echo in last week's column, and in this week's Guild Counsel, I'll examine why they contribute to giving guilds a bad rap and whether it's possible to turn things around.